Can PB's graphics routines handle > 8-bit color (10 or 12 bits per color)?
Thank you.
10 - 12 Bit Color
Re: 10 - 12 Bit Color
No, not natively.
Good morning, that's a nice tnetennba!
PureBasic 6.21/Windows 11 x64/Ryzen 7900X/32GB RAM/3TB SSD
Synology DS1821+/DX517, 130.9TB+50.8TB+2TB SSD
PureBasic 6.21/Windows 11 x64/Ryzen 7900X/32GB RAM/3TB SSD
Synology DS1821+/DX517, 130.9TB+50.8TB+2TB SSD
Re: 10 - 12 Bit Color
If you want to stick mostly with PB and emulate those modes you could draw to a rendertarget normally and filter the output or draw
into a buffer with custom 8/10/12 bit drawing routines and then do the conversion while transfering the pixels to a rendertarget.
Doing the color conversion manually is ofc. slower - but given the nature of retro games completely negligible imho. (if thats the goal).
The only other option would be to build something from scratch to support those color modes as they are pretty much obsolete nowdays.
Btw. im currently writing an experimental 2d 8 bit software renderer (Windows only) that im planning to release this year.
I could however post an template on how to go about implementing 8 bit gfx it in PureBasic using PB platform independent functions only.
into a buffer with custom 8/10/12 bit drawing routines and then do the conversion while transfering the pixels to a rendertarget.
Doing the color conversion manually is ofc. slower - but given the nature of retro games completely negligible imho. (if thats the goal).
The only other option would be to build something from scratch to support those color modes as they are pretty much obsolete nowdays.
Btw. im currently writing an experimental 2d 8 bit software renderer (Windows only) that im planning to release this year.
I could however post an template on how to go about implementing 8 bit gfx it in PureBasic using PB platform independent functions only.
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Re: 10 - 12 Bit Color
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